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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
73 lines
3.5 KiB
XML
73 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shader" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A shader implemented in the Godot shading language.
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</brief_description>
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<description>
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A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension.
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This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
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</description>
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<tutorials>
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<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
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</tutorials>
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<methods>
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<method name="get_default_texture_parameter" qualifiers="const">
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<return type="Texture2D" />
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<param index="0" name="name" type="StringName" />
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<param index="1" name="index" type="int" default="0" />
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<description>
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Returns the texture that is set as default for the specified parameter.
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[b]Note:[/b] [param name] must match the name of the uniform in the code exactly.
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[b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
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</description>
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</method>
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<method name="get_mode" qualifiers="const">
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<return type="int" enum="Shader.Mode" />
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<description>
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Returns the shader mode for the shader.
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</description>
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</method>
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<method name="get_shader_uniform_list">
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<return type="Array" />
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<param index="0" name="get_groups" type="bool" default="false" />
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<description>
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Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list].
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If argument [param get_groups] is true, parameter grouping hints will be provided.
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</description>
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</method>
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<method name="set_default_texture_parameter">
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<return type="void" />
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<param index="0" name="name" type="StringName" />
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<param index="1" name="texture" type="Texture2D" />
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<param index="2" name="index" type="int" default="0" />
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<description>
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Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
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[b]Note:[/b] [param name] must match the name of the uniform in the code exactly.
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[b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
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</description>
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</method>
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</methods>
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<members>
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<member name="code" type="String" setter="set_code" getter="get_code" default="""">
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Returns the shader's code as the user has written it, not the full generated code used internally.
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</member>
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</members>
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<constants>
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<constant name="MODE_SPATIAL" value="0" enum="Mode">
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Mode used to draw all 3D objects.
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</constant>
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<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
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Mode used to draw all 2D objects.
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</constant>
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<constant name="MODE_PARTICLES" value="2" enum="Mode">
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Mode used to calculate particle information on a per-particle basis. Not used for drawing.
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</constant>
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<constant name="MODE_SKY" value="3" enum="Mode">
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Mode used for drawing skies. Only works with shaders attached to [Sky] objects.
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</constant>
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<constant name="MODE_FOG" value="4" enum="Mode">
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Mode used for setting the color and density of volumetric fog effect.
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</constant>
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</constants>
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</class>
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